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https://github.com/ApfelTeeSaft/PlanetFleet.git
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93 lines
2.4 KiB
C++
Executable File
93 lines
2.4 KiB
C++
Executable File
#pragma once
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#ifndef MAP_H
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#define MAP_H
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#include <string>
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#include <vector>
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#include <vector.h>
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#include <util.h>
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namespace gameBase{
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class LuaManager;
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}
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namespace vb01{
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class Model;
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class Node;
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}
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namespace battleship{
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class Player;
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struct Cell{
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bool land, impassible;
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vb01::Vector3 pos;
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Cell(){}
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Cell(vb01::Vector3 p, bool l, bool i): pos(p), land(l), impassible(i){}
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};
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struct TerrainObject{
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enum Type{LANDMASS, RECT_WATERBODY, ROUND_WATERBODY};
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vb01::Vector3 pos, size, cellSize;
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Type type;
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vb01::Node *node = nullptr;
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int numCells;
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Cell *cells = nullptr;
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vb01::u32 **weights = nullptr;
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TerrainObject(){}
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TerrainObject(vb01::Vector3 p, vb01::Vector3 s, vb01::Vector3 cs, Type t, vb01::Node *n, int num, Cell *c, vb01::u32 **w) :
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pos(p),
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size(s),
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cellSize(cs),
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type(t),
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node(n),
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numCells(num),
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cells(c),
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weights(w){}
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};
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class Map {
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public:
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static Map* getSingleton();
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~Map(){}
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void update();
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void load(std::string, bool = false);
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void unload();
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int getCellId(vb01::Vector3, int);
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bool isPointWithinTerrainObject(vb01::Vector3, int);
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void addTerrainObject(TerrainObject);
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inline std::string getMapName(){return mapName;}
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inline TerrainObject& getTerrainObject(int i){return terrainObjects[i];}
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inline int getNumTerrainObjects(){return terrainObjects.size();}
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inline vb01::Node* getNodeParent(){return nodeParent;}
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inline vb01::Vector3 getCellSize(){return cellSize;}
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inline std::vector<Player*> getPlayers() {return players;}
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inline Player* getPlayer(int i){return players[i];}
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inline void addPlayer(Player *p){players.push_back(p);}
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inline int getNumPlayers(){return players.size();}
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inline int getNumSpawnPoints(){return spawnPoints.size();}
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inline vb01::Vector3 getSpawnPoint(int i){return spawnPoints[i];}
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inline void addSpawnPoint(vb01::Vector3 sp){spawnPoints.push_back(sp);}
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private:
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std::string mapTable = "map";
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vb01::Node *nodeParent = nullptr;
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std::string mapName;
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std::vector<TerrainObject> terrainObjects;
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vb01::Vector3 cellSize;
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std::vector<vb01::Vector3> spawnPoints;
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std::vector<Player*> players;
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Map(){}
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void preprareScene();
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void loadSpawnPoints();
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void loadPlayers();
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void loadSkybox();
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void loadTerrainObject(int);
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};
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}
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#endif
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